With OpenGL the value is GraphicsInfo.RuntimeCompilation, which corresponds to the traditional way of using ShaderEffect. Non-OpenGL backends are expected to focus more on GraphicsInfo.OfflineCompilation, however.

Note: The value is only up-to-date once the item is associated with a window. Bindings relying on the value have to keep this in mind since the value may change from 0 to the actual bitmask after component initialization is complete. This is particularly relevant for ShaderEffect items inside ShaderEffectSource items set as property values.

With OpenGL the value is GraphicsInfo.ShaderSourceString, which corresponds to the traditional way of inlining GLSL source code into QML. Other, non-OpenGL Qt Quick backends may however decide not to support inlined shader sources, or even shader sources at all. In this case shaders are expected to be pre-compiled into formats like SPIR-V or D3D shader bytecode.

Note: The value is only up-to-date once the item is associated with a window. Bindings relying on the value have to keep this in mind since the value may change from 0 to the actual bitmask after component initialization is complete. This is particularly relevant for ShaderEffect items inside ShaderEffectSource items set as property values.

Note: The value is only up-to-date once the item is associated with a window. Bindings relying on the value have to keep this in mind since the value may change from GraphicsInfo.UnknownShadingLanguage to the actual value after component initialization is complete. This is particularly relevant for ShaderEffect items inside ShaderEffectSource items set as property values.